option to build the BGE without python, uses existing python check (cmake and scons)

when python is disabled videotextures are not built.
This commit is contained in:
2009-09-29 21:42:40 +00:00
parent 53f0c3b018
commit 98ee2a781d
171 changed files with 1205 additions and 611 deletions

View File

@@ -91,8 +91,10 @@ LinkControllerToActuators(
void BL_ConvertControllers(
struct Object* blenderobject,
class KX_GameObject* gameobj,
SCA_LogicManager* logicmgr,
SCA_LogicManager* logicmgr,
#ifndef DISABLE_PYTHON
PyObject* pythondictionary,
#endif
int activeLayerBitInfo,
bool isInActiveLayer,
KX_BlenderSceneConverter* converter
@@ -159,6 +161,8 @@ void BL_ConvertControllers(
SCA_PythonController* pyctrl = new SCA_PythonController(gameobj, pycont->mode);
gamecontroller = pyctrl;
#ifndef DISABLE_PYTHON
pyctrl->SetDictionary(pythondictionary);
if(pycont->mode==SCA_PythonController::SCA_PYEXEC_SCRIPT) {
@@ -187,6 +191,8 @@ void BL_ConvertControllers(
pyctrl->SetDebug(true);
}
#endif // DISABLE_PYTHON
break;
}
default:
@@ -211,7 +217,8 @@ void BL_ConvertControllers(
gameobj->AddController(gamecontroller);
converter->RegisterGameController(gamecontroller, bcontr);
#ifndef DISABLE_PYTHON
if (bcontr->type==CONT_PYTHON) {
SCA_PythonController *pyctrl= static_cast<SCA_PythonController*>(gamecontroller);
/* not strictly needed but gives syntax errors early on and
@@ -226,7 +233,8 @@ void BL_ConvertControllers(
// pyctrl->Import();
}
}
#endif // DISABLE_PYTHON
//done with gamecontroller
gamecontroller->Release();
}